https://www.youtube.com/watch?v=PXgUsEjvAOY


For my game's terrain, I've long mulled over how to combine the epicness of grand mountains with the "what's around the corner?" intrigue of smaller cliffs and hills.
On top of that, how to meaningfully integrate my erosion technique into it.
After a lot of fiddling over the past two days, I think I may be onto something.
#GameDev #ProcGen

CompCert is the first realistic formally verified compiler: it provides a machine-checked mathematical proof that the code it generates matches the source code. Yet, there could be loopholes in this approach. We comprehensively analyze aspects of CompCert where errors could lead to incorrect code being generated. Possible issues range from the modeling of the source and the target languages to some techniques used to call external algorithms from within the compiler.
Multiple parties have come together to create a new fairly complete #DOS port of #SDL3 (via #DJGPP)
The SDL organization has an official position on LLMs and generative AI now: don't use it.

Here are the slides for my "Live++: A Bag of Tricks" talk presented at Guerrilla Games last Friday.
Enjoy!
PPTX:
https://liveplusplus.tech/downloads/Guerrilla_Games_2026_Live++_A_Bag_of_Tricks.pptx
PDF:
https://liveplusplus.tech/downloads/Guerrilla_Games_2026_Live++_A_Bag_of_Tricks.pdf
#demosceneINTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS
finally done